Post your searing hot takes

"Players will optimize the fun out of a game" is an objective fact measured for actual decades.

99% of people will not mid playthrough start doing a self-imposed challenge because playing optimally (to their knowledge) isn't as fun to them.

It is the job of the game designer to make sure that the game accommodates different player groups, not the player groups to try to fix the game by not using certain parts of it.
I'd say it largely depends on the exact case scenario, but in general, people unwilling to not use an optional overpowered feature that is easy to avoid using have no right to take that feature away from people who want to use it. you are more than welcome to shoot yourself in the foot, but don't take away everyone's gun privileges because you cant stop yourself from doing so.
 
I'd say it largely depends on the exact case scenario, but in general, people unwilling to not use an optional overpowered feature that is easy to avoid using have no right to take that feature away from people who want to use it. you are more than welcome to shoot yourself in the foot, but don't take away everyone's gun privileges because you cant stop yourself from doing so.
I don't see it this way at all because it's not a "privilege" it's just a part of a game.

I don't view games as just toys and sandboxes. I view them as an artistic medium, and in that artistic medium the goal should be to facilitate playstyles that you want to encourage. A lot of games have overpowered stuff that makes a lot of the game matter less, effectively removing other mechanics from mattering as well.

Overpowered mechanics tend to be viruses that infect the design of the rest of the game, usually removing all need to interact with many other mechanics, and often degrading the experience.

Example: Tears of the Kingdom

The shrines in this game theoretically encourage you to be very creative, but 80% of them can be solved by the same solutions: Rocket shielding or a box being recalled. Why think hard when these solutions solve the shrine almost every time? Why should I have to go out of my way to not use the tools at my disposal here?

You're always going to have extrinsic and intrinsic players. My motivation to complete the shrine is to get the Spirit Orb so I can make my Link more powerful. While maybe getting a bit of a break from overworld exploration may make me want to hit shrines faster, a lot of the time they are outright an interruption to my exploration as I see one, complete it and move on.

To actively get the positive shrine experience the devs want I need to be proactive and play around the developer's design.

I am a believer that instant gratification is the enemy of a satisfying gameplay experience.
 
The optimization question is hard for me to approach in general terms because there's so many variables behind gamer decision-making that differ across individuals, genres, and specific titles.

In any given case, my primary questions are these. Compared to the average player of that game, how long has someone played for, how good did they start out at the challenge, and how central is the challenge to the game as a whole?

If a player has been playing a game for much longer than average, maybe it is natural and normal that they're not having fun, because games can only be fun for so long. It's unreasonable to ask a developers to keep their game fun after somebody has spent 99,999 hours optimizing, because people don't play that long to begin with. However, if a ton of new players are immediately optimzing themselves out of fun, that is probably an issue.

Similarly, I only expect games to go so far to accommodate players who start especially good, and to balance challenges that aren't that important to the core experience.

For the TOTK case, an important question is how many players learn about, think to consistently apply, and are able to do e.g. rocket shielding?

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It is the job of the game designer to make sure that the game accommodates different player groups, not the player groups to try to fix the game by not using certain parts of it.
I think this is generally reasonable overly lacking in nuance. Game creators should have the freedom to include more or fewer player groups in their vision. A game meant to appeal to both beginners and experts (e.g. Smash Bros. Ultimate) should have different group balancing expectations than a game more focused on beginners (e.g. Smash Bros. Brawl). Also, like above, even games choosing to cast wide nets on player groups can only be expected to go so far. A Pokemon game accessible to a 6 year old, yet fresh and challenging for tournament winners, is a tall ask.
 
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For the TOTK case, an important question is how many players learn about, think to consistently apply, and are able to do e.g. rocket shielding?
I watched someone figure this out on their second shrine out of the tutorial area on launch day, so probably a decent amount of people figured that out or recall tricks.

I think this is generally reasonable overly lacking in nuance. Game creators should have the freedom to include more or fewer player groups in their vision. A game meant to appeal to both beginners and experts (e.g. Smash Bros. Ultimate) should have different group balancing expectations than a game more focused on beginners (e.g. Smash Bros. Brawl). Also, like above, even games choosing to cast wide nets on player groups can only be expected to go so far. A Pokemon game accessible to a 6 year old, yet fresh and challenging for tournament winners, is a tall ask.
This actually brings up the fact that I think Sakurai has generally been a major failure in his conquest to appeal to new players specifically, and I can explain that more in another reply if you want, but for the relevant pat of this argument: Yes, but most games aren't Nintendo games. There are RPGs designed for older teens/adults that also have bad balancing that makes it very exploitable.

The Xenoblade Chronicles series is a good example, Xenoblade 1 will definitely get you to go out of your way to use the side mechanics and optimize and plan your builds more because the main game is tough enough that you will want to do that to keep up on pace. You probably won't lose that many times, but that's because the game encourages extremely early on the value of just small tweaks to your build.

Xenoblade 2 is a mess but it's similar, with tons of more mechanics to optimize things further.

Xenoblade Chronicles 3 was criticized by a lot of people for being easy enough on Normal mode that you can just beat the game without actually doing much, including doing much with the main mechanic of the game: The main mechanic of the game is switching roles/job classes, but the game feeds you so much Exp. without grinding that you don't really need to do any of it. You get tons of exp from just going to new locations, so following the linear path of the game does that, so in a similar style to a game like BDSP, the best thing you can do is try to minimize Exp. sources and basically ignore most of the optimization mechanics.

I am a living example of this as I played it and never had a struggle, barely using many of the mechanics or exploring, and it was the first Xenoblade I beat. Now we can argue the merits of this kind of thing, but I feel like only using games that are specifically more geared at younger audiences as an example is not really even what I'm talking about because the goal of those games is generally that mass appeal, to very beginners included.

A lot of game designers are 100% intending you to use these side mechanics that overpowered mechanics/bad balancing can make useless. They want you to eek out advantages by using the side mechanics they spent a lot of time on. Tears of the Kingdom itself I criticize because puzzle elements are already fairly accessible, one of the most accessible types of games. The solutions I talked about remove the fun from the puzzles to many people I've seen, which isn't a service to beginner players either.
 
Now we can argue the merits of this kind of thing, but I feel like only using games that are specifically more geared at younger audiences as an example is not really even what I'm talking about because the goal of those games is generally that mass appeal, to very beginners included.
I generally agree with your post... but like. This comes across as "why did you use these examples?", but you vagueposted on a Pokemon site and used TOTK as your example: Smash and Pokemon were totally fair context. If they're not what you mean, that's fine, the clarification is useful, but if you were looking to hear other examples, that's on you.
 
I generally agree with your post... but like. This comes across as "why did you use these examples?", but you vagueposted on a Pokemon site and used TOTK as your example: Smash and Pokemon were totally fair context. If they're not what you mean, that's fine, the clarification is useful, but if you were looking to hear other examples, that's on you.
That's fair, you make a good point.

I actually wanna talk about Sakurai for a sec so I'm gonna use this reply as an excuse, hope you don't mind:

To be clear, I massively respect Sakurai for his work ethic, his creativity and what he's done for the industry. I love his Youtube videos and he is an inspiration.

That being said... I think people hear him hype up how he designs his games "for beginners" and then lose out on a lot of the problems with how he does it. Smash Bros. is my main example, so to rip the bandaid off:

Smash Bros. is extremely inaccessible to beginners.

Mortal Kombat is probably one of the most popular casual fighting games in America, and a lot of that has to do with how simple it is and the gore. You can hand someone a controller, press them to try to do different buttons and they'll start to get at least the basics down especially when fighting other beginner players, like at a family gathering. Smash Bros. system is extremely unintuitive and punishes new players harder with the fact that you can instantly die if you fall off the stage.

This happens a LOT. Because things like "UP B is a second jump" and the fact that Smash attacks are some characters' main ways to actually kill people (not just the less popular characters, too- it's like, Mario's main way of killing people lol) means that it's a big mess of experience. Kirby doesn't fix this either because now if the player actually learns their Up B it's a good way for them to instantly die.

In general you want players to be able to learn in a safe environment, and while it sounds odd most people feel like their first Mortal Kombat match against a family member is a safe environment to just try shit, while Smash on a death pit is harder. Doesn't help as well that some stages are really hard to read for non-gamers.

Smash is the intermediate gamer's fighting game. It's easier to play at a competent level than most other fighting games, but it's harder to play at a beginner level than something like Street Fighter.

Kirby on the other hand I could talk about for a while. It's the platformer game without good platforming, and it's a series that even before Sakurai's departure has tried to shore up a lack of depth in its platforming (which means its level design, too; the level design potential of a 2D platformer is directly correlated with what the player can do) by increasing the more combat/beat-em-up style gameplay. In general I think Kirby is too simple for most beginners to the point where they just don't find it fun.

This is anecdotal but I've tried to play Kirby with my family before, and it bounced off of them. Mario 3D world, a substantially harder game for a beginner than say Kirby's Star Allies was preferred because it was faster, had more depth. And it was fun to kill each other.

Kirby I think right now is really mostly fans of it for the cute angle rather than directly appealing to beginners on a gameplay/marketing level, but I don't have like, concrete proof of that. That's just how I feel about it.
 
I end up thinking of Xenoblade 3 as actually being decent when it comes to challenge and promoting different builds because, despite it completely derailing the themes of the plot, the battle facility-equivalent DLC is really fun and even tries to address internal balance concerns from the main game (e.g. debuff-centric playstyles are actually usable). So to cycle back to pokemon, it feels like reinstating a solid, repeatable postgame would help alleviate the low difficulty (while also being a low-risk/casual place to try out strategies since there is nobody else there to potentially be judging you)
 
I don't see it this way at all because it's not a "privilege" it's just a part of a game.

I don't view games as just toys and sandboxes. I view them as an artistic medium, and in that artistic medium the goal should be to facilitate playstyles that you want to encourage. A lot of games have overpowered stuff that makes a lot of the game matter less, effectively removing other mechanics from mattering as well.

Overpowered mechanics tend to be viruses that infect the design of the rest of the game, usually removing all need to interact with many other mechanics, and often degrading the experience.

Example: Tears of the Kingdom

The shrines in this game theoretically encourage you to be very creative, but 80% of them can be solved by the same solutions: Rocket shielding or a box being recalled. Why think hard when these solutions solve the shrine almost every time? Why should I have to go out of my way to not use the tools at my disposal here?

You're always going to have extrinsic and intrinsic players. My motivation to complete the shrine is to get the Spirit Orb so I can make my Link more powerful. While maybe getting a bit of a break from overworld exploration may make me want to hit shrines faster, a lot of the time they are outright an interruption to my exploration as I see one, complete it and move on.

To actively get the positive shrine experience the devs want I need to be proactive and play around the developer's design.

I am a believer that instant gratification is the enemy of a satisfying gameplay experience.
that first point is a fantastic point. the thing is, that games are both toys and art. and it is hard to determine when you should prioritize what. you have given me a valuable new perspective. however, the rest of your post dosent really touch on this detail, and is rather just more of your last post. something to note is that shrines being possible to cheese IS AN INTENTIONAL FEATURE. the developers wanted to make the player feel smart for being able to "abuse" the games mechanics. in fact, this design philosophy teaches the player to take what they learned and apply it to areas where it dosent even seem like it could be applied. The example you provided is in my eyes a great example of why exploits can be great for a game. furthermore, my motivation for playing the game is to have fun, and I don't find a lot of the Zelda puzzles fun. overpowered features allow me to essentially skip the parts of the game I don't like so I can access the parts I do. sometimes this comes at the cost of the artists voice,and that can be sad, and in certain situations I now would say to stop people from doing this. but you have to remember why people play games too. this is a lot more subjective than either of us made it out to be initially, and while I still prioritise fun over art in most scenarios, your argument has ultimately changed my opinion.
 
"you control the buttons you press" and "just dont play optimally bro" is such a bad argument that has incredibly degraded discourse about game design
I'm of two minds on this. On one hand, I firmly believe that the "correct" way to engage with art is whatever way allows you to derive the most value from it, regardless of artist intent. If someone gets more out of a game when they don't use the optimal strategies, far be it from me to tell them that they're playing it wrong. On the other hand, every decision by the artist has the potential to influence people to engage with the art in a way that isn't as conducive to deriving value, and I don't think that artists should get a pass for those decisions just because it's possible to get more out of a piece of art by going against the way you are influenced to engage with it. I don't think that a player can ever be faulted for using the most optimal strategy for success in a game ("success" being, of course, a subjective thing that player and game come together to define, though we can probably agree that success most often looks like overcoming challenges and getting rewards because most games are structured as systems of challenge and reward), even if it's not very enjoyable. In my view, the onus is always on the developer to ensure that the optimal strategy for a game is an enjoyable one to the maximum extent possible (assuming that enjoyment is a goal), though players very often discover abuses that the developer didn't catch. If the optimal strategy sucks, I won't ever accept "don't play optimally" as a valid counterargument.

I encounter this a lot with Dark Souls and adjacent games because those games, for all the media hype about their difficulty, almost always have systems that can be exploited to completely neutralize their challenge, which leads to a lot of arguing about the "best" way to experience them that I think is mostly nonsense. If summoning all your friends and spamming magic is the optimal strategy, nobody ought to be faulted for doing it. It's on the developers to make the optimal strategy still challenge the player to the extent that fits their vision.
 
I'm of two minds on this. On one hand, I firmly believe that the "correct" way to engage with art is whatever way allows you to derive the most value from it, regardless of artist intent. If someone gets more out of a game when they don't use the optimal strategies, far be it from me to tell them that they're playing it wrong. On the other hand, every decision by the artist has the potential to influence people to engage with the art in a way that isn't as conducive to deriving value, and I don't think that artists should get a pass for those decisions just because it's possible to get more out of a piece of art by going against the way you are influenced to engage with it. I don't think that a player can ever be faulted for using the most optimal strategy for success in a game ("success" being, of course, a subjective thing that player and game come together to define, though we can probably agree that success most often looks like overcoming challenges and getting rewards because most games are structured as systems of challenge and reward), even if it's not very enjoyable. In my view, the onus is always on the developer to ensure that the optimal strategy for a game is an enjoyable one to the maximum extent possible (assuming that enjoyment is a goal), though players very often discover abuses that the developer didn't catch. If the optimal strategy sucks, I won't ever accept "don't play optimally" as a valid counterargument.

I encounter this a lot with Dark Souls and adjacent games because those games, for all the media hype about their difficulty, almost always have systems that can be exploited to completely neutralize their challenge, which leads to a lot of arguing about the "best" way to experience them that I think is mostly nonsense. If summoning all your friends and spamming magic is the optimal strategy, nobody ought to be faulted for doing it. It's on the developers to make the optimal strategy still challenge the player to the extent that fits their vision.
This is basically what I meant, this is a much better way of wording it though.

to note is that shrines being possible to cheese IS AN INTENTIONAL FEATURE.
Potentially, but if it is it's IMO bad design and I think it's part of what makes TOTK a 7/10 game compared to BOTW, which is funny because I am literally the exact playerbase they mean to court. I fell off of 3D Zelda every time as a kid because I thought the puzzle solving was not fun, BotW solved this by giving several solutions and focusing more on physics rather than "shoot this thing" "press and hold A on this boulder" "hit this event flick switch"

TOTK fucks it up by having it so you just cheese entire shrines with ease. You can technically get Bomb hovering and use speedrun tech to literally fly in BoTW but it's a precise exploit of the mechanics rather than something a considerable number of people will just find. Also, the TOTK solutions like hovering a box up and down in the air then recalling it is very easy to pull off.

that first point is a fantastic point. the thing is, that games are both toys and art.
See I don't get what you mean by this, but I don't agree. A game can be "a toy" but a lot of games aren't.

my motivation for playing the game is to have fun, and I don't find a lot of the Zelda puzzles fun. overpowered features allow me to essentially skip the parts of the game I don't like so I can access the parts I do.
So basically good design is just letting people skip all of the content they don't like? Would you apply this to watching a movie in a theater? "The optimal version of this experience is to cut out all the scenes I don't like!"

What

sometimes this comes at the cost of the artists voice,and that can be sad, and in certain situations I now would say to stop people from doing this. but you have to remember why people play games too.
People play games for a variety of reasons. If you're referring to the people who just want to see action shit and move on, there is always a consumer in any medium who just wants "Entertainment" and nothing more. That doesn't mean art for it should be made with the intent of appealing to that audience specifically.
 
So basically good design is just letting people skip all of the content they don't like? Would you apply this to watching a movie in a theater? "The optimal version of this experience is to cut out all the scenes I don't like!"
yes. its not practical to do, but if there was a hypothetical option to buy a movie without the content that you don't like, that would be an objectively great feature.
People play games for a variety of reasons. If you're referring to the people who just want to see action shit and move on, there is always a consumer in any medium who just wants "Entertainment" and nothing more. That doesn't mean art for it should be made with the intent of appealing to that audience specifically.
there are a lot of reasons people play games, but for practically every single person, at least 90% of the reason they play games is to enjoy themselves. I don't know if toys are the right word, but excluding maybe the horror and rage game genres, basically every single game ever made was made with the intention of having people have fun.

anyways, source for the previous post:
 
IGN review scores are mostly fine. Reviews are done by different people and if people want review scores to be power scaling of media or some shit thats dumb.

The reviewer's opinion is their opinion, just because some guy gave Cooking Mama a 7 in 2010 doesn't mean this mid asf ARPG deserves a higher score

review scores are inherently inconsistent because its not the same person making all of the reviews

also ive seen people rip apart IGN reviews for mistakes the voiceover guy made, and not the reviewer. For instance their Xenoblade DE review got shit on by Xenoblade fans because "the reviewer clearly doesn't know anything about the game", because in the video the presenter doesn't say a lot of the names correctly

but the person who reviewed that remake also clearly knows the original very well and constantly mentions facts about the original only fans would really know, and experiences he had with the original title

i think in general youtube reviewers have changed the way people view review outlets, where they expect one person to play, script and record the video. thats just not practical or how it works though
the problem with IGN is specifically the fact that the reviews are all done by different people. It means there is no coherent worldview being presented and thus whether the score is "right" or "wrong" in your opinion it is impossible to reason about how trustworthy it is because you have no real reliable way to compare against stuff.

Not to mention that there is a lot of upward creep on scores that is essentially just to avoid the wrath of YouTube comments. Bc the worst enemies of good reviews are people who are only interested in having their opinions about things they like being reinforced.
 
Xenoblade Chronicles 3 was criticized by a lot of people for being easy enough on Normal mode that you can just beat the game without actually doing much, including doing much with the main mechanic of the game: The main mechanic of the game is switching roles/job classes, but the game feeds you so much Exp. without grinding that you don't really need to do any of it. You get tons of exp from just going to new locations, so following the linear path of the game does that, so in a similar style to a game like BDSP, the best thing you can do is try to minimize Exp. sources and basically ignore most of the optimization mechanics.

I am a living example of this as I played it and never had a struggle, barely using many of the mechanics or exploring, and it was the first Xenoblade I beat. Now we can argue the merits of this kind of thing, but I feel like only using games that are specifically more geared at younger audiences as an example is not really even what I'm talking about because the goal of those games is generally that mass appeal, to very beginners included.
The solution to this problem is to play on Hard Mode instead of playing on Bitch Baby Mode (Normal Mode) (jk)

Rt that game had big issues with its difficulty balancing, with hard being kinda health-sponge-y and going overkill on debuff resistances and normal mode just being pointlessly trivial (seriously, when you have an easy mode there is no reason to make normal trivial...). That said, I played through on hard and thus didn't have this issue.

If anything, my problem was the opposite in the sense that I did SO MUCH side content just as a matter of course when I was playing through and ended up being overlevelled for that reason, rather than being disincentivised from doing the side content. My biggest complaint was the fact that it doesn't let you level down until the postgame, which is weird considering XC1 Definitive lets you just do it whenever at any point from the beginning of the game (fantastic feature btw; every RPG should let you bank EXP and level characters down whenever you want)

When I completed the game, I sorta half-jokingly said that Xenoblade 3 is side-quests with a side of game because there are so many of them and they are all so high quality (compared to XC1 and 2 which have fucking dogwater quests). If I'd just followed the path linearly I would've probably struggled a lot without very efficient use of the overkill mechanic (you're never efficient with a stuff like this on your first playthrough bc it's contingent on your damage being pretty optimal), and I ended up dabbling in a lot of classes as a result. The biggest issue wrt side content on hard is just that the movement mechanics are too boring and thus you end up defaulting to the pattern of "TP to landmark -> walk to quest marker -> repeat" that AAA open world games so commonly trap you into.
 
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Rigby isn't a good friend

But holy shit he's so much less awful than Mordecai

Rigby has some really awful moments but Mordecai is repeatedly a fucking mess. His speech at Mitch's wedding made me hate him so much. Rigby becomes more mature throughout the show, whilst Mordecai just stays a huge asshat
 
i understand the argument that Super Mario Odyssey is a bad collectathon because power moons are so common and easy to get, but I personally love it when a game constantly gives me worthless collectables. Super Mario Odyssey makes my monkey brain happy.
 
aside from world of lights final boss (which is my number one pick, but I can see how people don't like it), Rathalos is the best boss in smash ultimate, and it isn't close. the game might have some great bosses, but even the most mobile ones like Marx will stand in place for substantial periods of time. Rathalos is not only incredibly mobile, but fairly unpredictable. Take his dash attack for instance, where he can both take to the skies with a claw strike or turn around and hit you with a tail strike to mix it up. In monster hunter lore, Rathalos are rather intelligent creatures, and it shows in the fight. Rathalos manages to feel both like a savage beast and a cunning predator in the fight, and it is the closest any boss comes to a rival fight, somehow including Giga Bowser. There is never a dull moment fighting Rathalos, and the other bosses might be good, but they don't come close to its level.
 
Silent Hill 2 Remake is a generational game and I don't give a singular shit about anything else that's competing with it, that should be the game of the year.

Watch them give it to something truly stupid like Fifa or whatever.

Yes, I'm still mad It Takes Two got it over Metroid Dread a couple years ago, real recognizes real and the streets know It Takes Two ain't it!!!
 
Silent Hill 2 Remake is a generational game and I don't give a singular shit about anything else that's competing with it, that should be the game of the year.
I agree with some criticism and I think there's some magic that was lost (obviously, can't catch lightning in a bottle twice), but like the majority of genuine hate I see for the remake is just people being unhappy it's not the original

Leg days are actually really nice. I think gym bros don't like em because it involves your cardiovascular system a lot more, but when you have good endurance, deep squats, leg curls, lunges and hip thrusts feel amazing
 
It's already been said by many but Modern Konami teaming up with fucking Bloober Team to do a Silent Hill 2 remake and it being not a generational disaster, not even merely adequate but genuinely really good is a divine miracle
 
It's already been said by many but Modern Konami teaming up with fucking Bloober Team to do a Silent Hill 2 remake and it being not a generational disaster, not even merely adequate but genuinely really good is a divine miracle
I kinda had a feeling it may work because Blooper consistently improved from game to game and listened to criticism, made the best out of it

It's kinda like how Tyler the Creator started out... questionable, but showed genuine improvement from album to album, then dropped a great album in Flower Boy and then put out an instant classic in Igor
 
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